- These are discussion forums. If someone has a complaint, let them air it. They may be offered a solution, they may change the direction of the game, or they may be ignored.
- People sometimes disagree with each other and that's ok.
- People are more likely to discuss what they don't like than what they do like.
- In most cases, when there are people saying there is both too little and too much of the same thing, they are usually either different people or there is a nuance to their position such as too much correction was made, there are too many junk items relative to good ones, etc.
- On average, gamers are good at knowing when something isn't fun or doesn't feel right but not necessarily that great at putting their finger on the exact problem. For example, if someone says legendaries are too strong, it could be that a few legendaries are too strong relative to the average, that rares are too weak, that monsters don't do enough arcane damage, that 1 particular affix is trivializing certain content, etc.
12/3/2013 10:28:09 AM
Posted in: Diablo III General Discussion
10/22/2013 9:26:22 AM
New Expansion Patch: Loot Runs Renamed to Nephalem Rifts, New Passive Effects, Massive Class Changesposted a message onPosted in: News & AnnouncementsQuote from miles_dryden
Hammer of the Ancients Cost: 20 Fury / Call forth a massive hammer to smash enemies directly in front of you for 535% weapon damage. Hammer of the Ancients has a 1% increased Critical Hit Chance for every 5 Fury that you have. (Damage up from 325%)
Because if ANYTHING needed a buff, it was Hammer of the Ancients! :P
QFT, but still.. Most of the Barb changes read like they were afraid some people still might want to play one even without double-tornado or life leech.
10/18/2013 10:56:18 AM
Nice work. This is either a bug or a very poorly explained feature. I agree that this should probably be posted on the official forums to get a response as to which it is.Posted in: Diablo III General Discussion
10/16/2013 2:30:19 PM
I suspect the disconnect between various factions on this may come down to how players view death differently. To me, death is a failure. I don't need the game to punish me since the death is its own punishment to me. I'd still be doing my best to avoid death even if there was a reward every time you died. If there is a stiff penalty for death, then I tend to get frustrated and go find something less masochistic to do. This is why I steer clear of games like Dark Souls, for example.Posted in: Diablo III General Discussion
If, on the other hand, death doesn't bother a player and they're perfectly content to die 25 times per hour, then I could understand potentially wanting a stiffer death penalty so that they would be "rewarded" for playing more conservatively.
10/11/2013 10:16:56 AM
Hmm. It would be kind of cool if the monster powers were different from each other rather than just slightly more of everything. IE, maybe MP 3 has really fast monsters while MP4 has slightly slower monsters that hit harder and MP5 has slower monster that don't hit as hard but has a lot of mini-elites with 1 elite affix all over the place.Posted in: Diablo III General Discussion
10/7/2013 10:51:28 AM
I have to say, all of these ideas focus on making trading (imho) annoying, complex and advantageous for people who study the economy and spend a lot of time working the system. The first two are a bad idea for obvious (I hope) reasons and the last is pretty much the same problem as now.Posted in: Diablo III General Discussion
I think it'd be far better if they just eliminated trading entirely than doing anything like the ideas in this thread. That way, they can balance the game around everything being self-found. If I still have to spend 10 hours trying to trade for an item I want at a decent price, then what's the point of ditching the AH again? I'd rather be killing and finding my own awesome loot.
10/3/2013 10:42:12 AM
Multiboxing is an expensive way to play rather than a money-maker imho. You not only have to buy all of the equipment to run the game multiple times as well as go through all the time and pain of setting up the multiplexer and getting everything working correctly, but you still have to gear up all 4 accounts too. Additionally, you need to pick classes and/or specs which are generally weaker since they must work well when all of the characters aren't synced up perfectly.Posted in: Diablo III General Discussion
When all is said and done, if you spent ~$1000 US to get the cheapest PCs you could and other hardware and all the time to get this working properly and learn to do it moderately effectively, you're going to have a pretty long haul to get any meaningful return on investment if we're talking about selling gear on the RMAH. Overall, it's far cheaper and easier to play a single character in a group with friends. Multiboxing is little more than a party trick for IT geeks (of which I am one, though I don't multibox myself) imho.
10/1/2013 5:27:23 PM
I'm not a fan of continually mashing buff buttons to refresh them (says the WW barb). However, Blizzard has indicated in the past that they want to make all skills feel "active" and have intentionally made it so you get greater effect by spamming the buttons, so I doubt they're going to make them easier to apply now no matter how much I wish they would. :/ If they made any changes though, I'd rather just see all of the long-term buffs just made into Auras, possibly which limited your max resource a la Titan Quest.Posted in: Diablo III General Discussion
9/30/2013 1:50:47 PM
A system like this is only necessary imho if enemy attacks are not actually threatening to the player. If they are, then the mechanic is that if you avoid enough attacks, you live and get loot, and if you don't, you die and get no loot. I'm not sure why anything is needed beyond balancing the game appropriately. I know it's easier said than done, but it's still the appropriate way to deal with this.Posted in: Diablo III General Discussion
9/30/2013 10:09:44 AM
Right now, it looks like the only things whose caps include non-gear sources are magic / gold find and block chance. Everything else specifically includes "from items" in the datamined strings.Posted in: Diablo III General Discussion
Quote from Pkoch19
Since every character gets a base of 5% CHC, does that mean our "CAP" would be 45% with items? Add in the 3% from Scoundrel and we can max at 48%. I'm fine with that.
Assuming nothing changes from what we know right now, 48% + paragon 2.0 CHC + skills (varies by class)
At 8% CHC per item, that's 5 slots max which isn't so bad imho. I think the CHD cap of 250% from items is more likely to hurt than the CHC cap. On fast dual-wield setups, +min/max damage can help make up a lot of that loss. However, barring a damage increase to two-handed weapons, I think two-handers will be a relatively weaker choice after the patch than now because of this.
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